gtreshchev / RuntimeAudioImporter

Runtime Audio Importer plugin for Unreal Engine. Importing audio of various formats at runtime.
MIT License
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create capturable sound wave has a way to export the audio coding format PCM and the audio sampling rate. Value: 16000 Hz WAV audio #34

Closed Lemondogdog closed 1 year ago

Lemondogdog commented 1 year ago

create capturable sound wave has a way to export the audio coding format PCM and the audio sampling rate. Value: 16000 Hz WAV audio

gtreshchev commented 1 year ago

I am not sure if I understand what you mean, can you elaborate on it? It is possible to export the audio from the imported sound waves, including capturable ones, by using the corresponding functions listed here.

Lemondogdog commented 1 year ago

我不确定我是否理解你的意思,你能详细说明一下吗?可以使用此处列出的相应功能从导入的声波(包括可捕获的声波)中导出音频。

When I want to output audio in WAV format directly, I can set the sample rate to 16000. And it's going to be mono?

gtreshchev commented 1 year ago

This is a good idea! These features should be added in 01290297dc2c098a918aeb493ddcab967c32f6dc for export-specific functions, and in 95c465abc766f90bd2a80ad6b82a4c856111f0b7 to modify the sound wave's channels and sample rate.

Lemondogdog commented 1 year ago

This is a good idea! These features should be added in 0129029 for export-specific functions, and in 95c465a to modify the sound wave's channels and sample rate.

Now we can customize these messages but there's a new problem that I've found that I've had before which is that when you start recording in real time for a long time it causes the UE4 editor to crash

Lemondogdog commented 1 year ago

This is a good idea! These features should be added in 0129029 for export-specific functions, and in 95c465a to modify the sound wave's channels and sample rate.

There used to be an issue where making a few more long audio recordings would cause the UE4 editor to crash 屏幕截图 2023-03-27 091334

gtreshchev commented 1 year ago

It's a common issue that you probably forgot to put the sound wave into a separate variable so it won't be garbage collected (variable in Blueprints or UPROPERTY in C++). Let me know if this helps.

Lemondogdog commented 1 year ago

一个常见的问题是,您可能忘记将声波放入单独的变量中,这样它就不会被垃圾回收(蓝图中的变量或C++中的 UPROPERTY 中的变量)。让我知道这是否有帮助。

屏幕截图 2023-03-27 155232 I'm not sure what causes my blueprint nodes to connect like this

Lemondogdog commented 1 year ago

一个常见的问题是,您可能忘记将声波放入单独的变量中,这样它就不会被垃圾回收(蓝图中的变量或C++中的 UPROPERTY 中的变量)。让我知道这是否有帮助。

屏幕截图 2023-03-27 155232 I'm not sure what causes my blueprint nodes to connect like this

I have observed that for example, when recording the microphone for a long time, for example, 50 seconds and 1 minute, the microphone recording will suddenly shut down by itself and there will be a problem of UE4 crashing. I don't know if the scene recording it microphone will turn off by itself?

gtreshchev commented 1 year ago

Thanks for reporting, this should be fixed. The issue was on the engine side that the attempt to add an object to the GC was at the same time preventing it. it was quite a sensitive area, because the calls happened very often, that's why it happened.